Simulation of the abstract Tile Assembly Model using crisscross slats (extended version)

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Abstract The abstract Tile Assembly Model (aTAM) provides an excellent foundation for the mathematical study of DNA-tile-based self-assembling systems, especially those wherein logic is embedded within the designs of the tiles so that they follow prescribed algorithms. While such algorithmic self-assembling systems are theoretically powerful, being computationally universal and capable of building complex shapes using information-theoretically optimal numbers of tiles, physical DNA-based implementations of these systems still encounter formidable error rates and undesired nucleation that hinder this theoretical potential. Slat-based self-assembly is a recent development wherein DNA forms long slats that combine together in 2 layers, rather than square tiles in a plane. In this approach, the length of the slats is key; while tiles typically only bind to 2 neighboring tiles at a time, slats may bind to dozens of other slats. This increased coordination between slats means that several mismatched slats must coincidentally meet in just the right way for errors to persist, unlike tiles where only a few are required. Consequently, while still a novel technology, large slat-based DNA constructions have been successfully implemented in the lab with resilience to many tile-based construction problems. These improved error characteristics come at a cost however, as slat-based systems are often more difficult to design and simulate than tile-based ones. Moreover, it has not been clear whether slats, with their larger sizes and different geometries, have the same theoretical capabilities as tiles. In this paper, we show that slats are capable of doing anything that tiles can, at least at scale. We demonstrate that any aTAM system may be converted to and simulated by an effectively equivalent system of slats. Furthermore, we show that these simulating slat systems can be made more efficiently, using shorter slats and a smaller scale factor, if the simulated tile system avoids certain uncommon growth patterns. Specifically, we consider 5 classes of aTAM systems with increasing complexity, from zig-zag systems which grow in a rigid pattern to the full class of all aTAM systems, and show how they may be converted to equivalent slat systems. We show that the simplest class may be simulated by slats at only a $$2c \times 2c$$ scale, where c is the freely chosen coordination number of the slats, and further show that the full class of aTAM systems can be simulated at only a $$5c \times 5c$$ scale. These results prove that slats have the full theoretical power of aTAM tiles while also providing constructions that are compact enough for potential DNA-based implementations of slat systems that are both capable of powerful algorithmic self-assembly and possessing of the strong error resilience of slats. This paper is an extended version of a version that appeared in the proceedings of the 30th International Conference on DNA Computing and Molecular Programming (DNA 30).

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The tile assembly model has allowed the study of the nature's process of self-assembly and the development of self-assembling systems for solving complex computational problems. Research into this model has led to progress in two distinct classes of computational systems: Internet-sized distributed computation, such as software architectures for computational grids, and molecular computation, such as DNA computing. The design of large complex tile systems that emulate Turing machines has shown that the tile assembly model is Turing universal, while the design of small tile systems that implement simple algorithms has shown that tile assembly can be used to build private, fault-tolerant, and scalable distributed software systems and robust molecular machines. However, in order for these types of systems to compete with traditional computing devices, we must demonstrate that fairly simple tile systems can implement complex and intricate algorithms for important problems. The state of the art, however, requires vastly complex tile systems with large tile sets to implement such algorithms. In this paper, I present SFS, a tile system that decides 3-SAT by creating O*(1.8393n) nondeterministic assemblies in parallel, while the previous best known solution requires Θ(2n) such assemblies. In some sense, this tile system follows the most complex algorithm implemented using tiles to date. I analyze that the number of required parallel assemblies is O*(1.8393n), that the size of the system's tileset is 147 = Θ(1), and that the assembly time is nondeterministic linear in the size of the input. This work directly improves the time and space complexities of tile-inspired computational-grid architectures and bridges theory and today's experimental limitations of DNA computing.

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  • Nov 17, 2015
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In this paper we consider the time complexity of adding two n-bit numbers together within the tile self-assembly model. The (abstract) tile assembly model is a mathematical model of self-assembly in which system components are square tiles with different glue types assigned to tile edges. Assembly is driven by the attachment of singleton tiles to a growing seed assembly when the net force of glue attraction for a tile exceeds some fixed threshold. Within this frame work, we examine the time complexity of computing the sum of two n-bit numbers, where the input numbers are encoded in an initial seed assembly, and the output sum is encoded in the final, terminal assembly of the system. We show that this problem, along with multiplication, has a worst case lower bound of $$\varOmega ( \sqrt{n} )$$Ω(n) in 2D assembly, and $$\varOmega (\root 3 \of {n})$$Ω(n3) in 3D assembly. We further design algorithms for both 2D and 3D that meet this bound with worst case run times of $$O(\sqrt{n})$$O(n) and $$O(\root 3 \of {n})$$O(n3) respectively, which beats the previous best known upper bound of O(n). Finally, we consider average case complexity of addition over uniformly distributed n-bit strings and show how we can achieve $$O(\log n)$$O(logn) average case time with a simultaneous $$O(\sqrt{n})$$O(n) worst case run time in 2D. As additional evidence for the speed of our algorithms, we implement our algorithms, along with the simpler O(n) time algorithm, into a probabilistic run-time simulator and compare the timing results.

  • Book Chapter
  • Cite Count Icon 9
  • 10.1007/978-3-319-08123-6_20
Fast Arithmetic in Algorithmic Self-assembly
  • Jan 1, 2014
  • Alexandra Keenan + 3 more

In this paper we consider the time complexity of adding two n-bit numbers together within the tile self-assembly model. The (abstract) tile assembly model is a mathematical model of self-assembly in which system components are square tiles with different glue types assigned to tile edges. Assembly is driven by the attachment of singleton tiles to a growing seed assembly when the net force of glue attraction for a tile exceeds some fixed threshold. Within this frame work, we examine the time complexity of computing the sum of 2 n-bit numbers, where the input numbers are encoded in an initial seed assembly, and the output sum is encoded in the final, terminal assembly of the system. We show that this problem, along with multiplication, has a worst case lower bound of \(\Omega( \sqrt{n} )\) in 2D assembly, and \(\Omega(\sqrt[3]{n})\) in 3D assembly. We further design algorithms for both 2D and 3D that meet this bound with worst case run times of \(O(\sqrt{n})\) and \(O(\sqrt[3]{n})\) respectively, which beats the previous best known upper bound of O(n). Finally, we consider average case complexity of addition over uniformly distributed n-bit strings and show how we can achieve O(logn) average case time with a simultaneous \(O(\sqrt{n})\) worst case run time in 2D. As additional evidence for the speed of our algorithms, we implement our algorithms, along with the simpler O(n) time algorithm, into a probabilistic run-time simulator and compare the timing results.KeywordsBond GraphTile Assembly ModelInput TemplateTile Assembly SystemSeed AssemblyThese keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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